Quote from IHATETHISNAMEGood archer kiting works very well against early SW massers.
yes, that is unless they greatly outnumber those archers, and why dont you take rage into account also
Quote from IHATETHISNAMEGood archer kiting works very well against early SW massers.
Quote from Cha05Walkingyes, that is unless they greatly outnumber those archers, and why dont you take rage into account also
Quote from jliEDIT: READ THIS POST BEFORE YOU VOTE.
I've always felt that SE as a whole has had some things missing from it that make it a bit clumsy to use sometimes. Just recently, I've figured out what these things are specifically:
1) The absence of waypoints, or a quick way to control newly built units.
2) Having to constantly select newly built miners and command them to mine or pray, rather than just setting a toggle-able default behavior for the next miner using a hotkey.
3) When attacking a unit already and commanded to attack the same unit or a nearby unit, the attacking unit will pause for brief second, I assume due to the execution of some animation. This causes things that should be logical (e.g. focusing attacks in sw vs sw battles) to actually be detrimental to the player with better micro.
In addition, I've also noticed some small idiosyncrasies:
1) Fire arrows do not do the extra damage they promise to do in the upgrade description.
2) A spearton in shield wall in front of a wall will make said wall untargetable. Turtles have been exploiting this fact way too much. Spearton + shield wall + 2 merics = near unpenetrable defense.
3) Castle archers still completely obliterate low tier units, making turtling quite difficult to break in some cases. Now, I understand that this may also be a skill-related issue, in which case an explanation as to an effective method of breaking through a constant hail of lv2 castle archer would be equally helpful.
EDIT: BEFORE YOU VOTE: I worded the poll options terribly, but to if you check the box that says "animation delay when microing" it means you agree that it should be fixed, not that it should be there. Same with shield wall glitch.
Quote from nullheadfirst things first, why would you need waypoints? they're probably going to change army positioning.
second, castle archers are how turtling works in a way, it keeps the defense availible
Quote from jliWaypoints? I don't know, they're just convenient :P
Quote from BuddyLucky2Also another thing that I notice is that shield bash sometimes misses enemies right in front of the Speartons, but I'm not exactly sure if it is something that should be fixed
Also Fire Arrows actually have more damage in their description so...yeah the fire arrows probably will be buffed
Quote from SpikeyTacoFlame arrows should be either changed into a SLIGHTLY weaker upgrade and made constant or massively buffed up but slowed recharge.
Quote from WyrmspawnWe already have passive flaming arrows. They're blazing bolts of the allbowtross, and they have a tedency to tear through armour. You give the archidons that, and the archidons will be way overpowered.
Quote from Maxchiang .I disagree; One can easily forward kite to kill low tiered units with ease using archers; They do not need a buff.
Quote from IHATETHISNAMEArchers are fine as-is. My only complaint is in swords. They need to be 150 gold.